Claire Foster
Claire Foster
I rebased the `selection` branch onto master so it should compile easily. I'd basically forgotten the hacks I'd put on there, the code's not entirely pretty, but it does work.
@Ross-Batten here's an issue which may help with selecting lines. Can't promise when I'll get to it though, it's not super simple.
Thanks for taking the time to do this! As discussed on #177 I think that, on balance, this would be better done with an environment variable rather than a new...
Keep in mind that the user is supposed to be able to edit these shader on the fly, so algorithmic generation isn't really an option. The `#if... #else` style would...
Unfortunately, rolling my own material handling is basically what I'm doing: You'll see that I've put the vertex and fragment shaders into a single text file (nice since it puts...
Here's a possibly superior alternative: Improve the socket interface so that it's easy to grab the current shader and save it back via the socket or a watched temporary file....
Oh man, this is super smooth! Will have a close look later.
I think it probably makes sense to use a time-based animation. Nigel's patch also seems to fix some problems which occur when I click around very quickly (before the previous...
**Usability testing** (using Nigel's branch): I played with this for a couple of hours using medium sized datasets (~30e6 points). From a raw usability viewpoint I think there's still a...
General comment on the code: I suspect the camera animation details really belong in a separate object, not in `View3D` which is already getting a bit bloated. Seems like we...